Scout Captain

Monster Manual (2025) p. 270

Size
Small
Type
humanoid
Alignment
neutral
AC
15
Initiative
5
Hit Points
66 (12d8+12)
Speed
walk 30 ft., climb 30 ft.
Saving Throws
Dex +5, Int +4
Skills
Survival +6, Stealth +7, Perception +6
Passive Perception
16
Languages
Common plus one other language
Challenge
3
Lineage
Scout
Environment
any
STR
11
+0
DEX
16
+3
CON
12
+1
INT
14
+2
WIS
15
+2
CHA
11
+0

Traits

Proficiency Bonus

+2

Gear

Longbow, Shortsword, Studded Leather Armor

Treasure

Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Size

Small, Medium

Actions

Multiattack

The scout makes two attacks, using Shortsword or Longbow in any combination.

Shortsword

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Longbow

Ranged Attack Roll: +5, range 150/600 ft. Hit: 7 (1d8 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Aim (Bonus Action)

The scout has Advantage on the next attack roll it makes during the current turn.

Reactions

Uncanny Dodge

Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.

Other data

description

Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.

Scout Captain: Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time.